Age of Sigmar/Tactics/Old/Warscrolls Compendium/Beastmen: Difference between revisions

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*'''Beastshield/Brayshield/Half-Shield/Bullshield/Beastbuckler:''' +1 Save during Combat Phase.
*'''Beastshield/Brayshield/Half-Shield/Bullshield/Beastbuckler:''' +1 Save during Combat Phase.
==Brayherd==
==Brayherd==
===Heroes===
===Heroes===
* '''Beastlord:''' Can either take a Man-render Great Axe or two Man-ripper axes, the latter allows to reroll every 1 to hit. He also gets +1 to his save in Combat Phase and can reroll to wound against heroes. His command ability allows every Brayherd within 16" to get +1 to their run, charge and hit rolls as long as the Beastlord killed someone the turn before.
 
* '''Great Brey-Shaman:''' Gives +3 movement to every Brayherd within 8", and his spell can summon ANY CHAOS MONSTER.
* '''Beastlord:''' Standard leader Hero who can choose between axe'n'board, double axes or great axe. Which you take is really up to you, but if you play a Battalion that hinges on the Lord being alive, the shield might be useful even if it only works in melee. He has a potentially great Command that grants all Brayherd +1 to their run, charge and hit rolls, which unfortunately can only be used if he personally killed something the turn before, limiting its usefulness quite drastically.
 
* '''Great Bray-Shaman:''' See? They really do hate us. The Shaman has the exact same profile as any other run-of-the-mill Wizard, but they gave the guy worse To Wound rolls with the staff, just for spite. Also, the ''Savage Dominion'' spell, while great in theory ends up being quite useless, as you have better things to do with your casting attempts than waste it on a statistically unlikely chance of summoning a Chaos Monster you could have just put onto the table to begin with. But of course, you still need this guy because he can still cast Mystic Shield and he increases the Move of all Brayherd around him by 3", which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely, but they're possible thanks to him.
 
===Units===
===Units===
* '''Gors:''' Can choose to either hold Beastshields (+1 Save during Combat Phase) or a second Gor Blade (reroll every 1 to hit). When piling up, you have to roll a dice: on a 4+ everyone gets +1 to every wound roll, and on a 6 everyone also gets an extra attack. An unit of 20+ units gets +1 to the aforemented roll, and a Brayherd Hero within 8" adds an extra +1. Standard infantry. Play them in units of 30 to reliably keep your buff, keep a Hero nearby and they're pretty decent.
* '''Gors:''' The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. Then you will see that their size bonus actually hinges on luck, as they get a roll that determines if they get a bonus and having 20+ simply adds a modifier. On the one hand, this means these guys might get all the bonuses without being in units of 20+ but on the other hand that means even with 20+ the bonus isn't guaranteed. All in all, they're good. Either disgustingly resilient with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 3 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet.
* '''Ungors:''' Always get a +1 to their save during Combat Phase (notice a pattern?), can reroll every 1 to hit if the unit has 20+ models and can also reroll every 2 when it has 30+ models. Skip these. Seriously. Gors are already mass-infantry, you don't need EVEN weaker mass infantry. Just use these with the bows, that way they at least fulfill a role other than being the tarpit FOR the tarpit.
 
* '''Ungor Raiders:''' Same as Ungors, but with bows instead of shields. And can move once before the first round. Don't think their bows are good, by the way, but the mass of shots really helps.
* '''Ungors:''' Weaker Save than Gors and weaker size bonuses. Skip these. Seriously. Gors are already mass-infantry, you don't need EVEN weaker mass infantry. Just use these with the bows, that way they at least fulfill a role other than being the tarpit FOR the tarpit. The only redeeming factor to these guys is the fact that they can take spears, which let them fight in two rows. Still, if you desperately want Ungors, check the ones below.
* '''Bestigors:''' Get +1 to hit against any kind of Standard Bearer (both the Hero kind and the ones in units). Other than tha, they are your Elite infantry. Use them well.
 
* '''Tuskgor Chariots:''' It's a chariot. Good when charging, meh at best otherwise.
* '''Ungor Raiders:''' Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Also, one of the very, very few shooty units Chaos has to work with, so make the most of them.
 
* '''Bestigors:''' Elite infantry with a hate-on for Standards, Totems, flags and icons. These guys are amazing. Multiple attacks per Wound, a great profile including Rend, 4+ save that doesn't rely on shields with conditions and just as fast across the board as the rest of the army.
 
* '''Tuskgor Chariots:''' It's a chariot. Aside from the fact that the model is painfully showing its age, it's actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase.


==Warherd==
==Warherd==

Revision as of 14:16, 16 June 2016

For your Furries Incarnate, come to spill randomness over the new world

Beastmen summary

Beastmen Warscrolls

Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.

This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.

  • Brayhorn: Can run and charge in the same turn.
  • Banner Bearer: gets +1 when running and piling up.
  • Beastshield/Brayshield/Half-Shield/Bullshield/Beastbuckler: +1 Save during Combat Phase.

Brayherd

Heroes

  • Beastlord: Standard leader Hero who can choose between axe'n'board, double axes or great axe. Which you take is really up to you, but if you play a Battalion that hinges on the Lord being alive, the shield might be useful even if it only works in melee. He has a potentially great Command that grants all Brayherd +1 to their run, charge and hit rolls, which unfortunately can only be used if he personally killed something the turn before, limiting its usefulness quite drastically.
  • Great Bray-Shaman: See? They really do hate us. The Shaman has the exact same profile as any other run-of-the-mill Wizard, but they gave the guy worse To Wound rolls with the staff, just for spite. Also, the Savage Dominion spell, while great in theory ends up being quite useless, as you have better things to do with your casting attempts than waste it on a statistically unlikely chance of summoning a Chaos Monster you could have just put onto the table to begin with. But of course, you still need this guy because he can still cast Mystic Shield and he increases the Move of all Brayherd around him by 3", which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely, but they're possible thanks to him.

Units

  • Gors: The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. Then you will see that their size bonus actually hinges on luck, as they get a roll that determines if they get a bonus and having 20+ simply adds a modifier. On the one hand, this means these guys might get all the bonuses without being in units of 20+ but on the other hand that means even with 20+ the bonus isn't guaranteed. All in all, they're good. Either disgustingly resilient with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 3 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet.
  • Ungors: Weaker Save than Gors and weaker size bonuses. Skip these. Seriously. Gors are already mass-infantry, you don't need EVEN weaker mass infantry. Just use these with the bows, that way they at least fulfill a role other than being the tarpit FOR the tarpit. The only redeeming factor to these guys is the fact that they can take spears, which let them fight in two rows. Still, if you desperately want Ungors, check the ones below.
  • Ungor Raiders: Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Also, one of the very, very few shooty units Chaos has to work with, so make the most of them.
  • Bestigors: Elite infantry with a hate-on for Standards, Totems, flags and icons. These guys are amazing. Multiple attacks per Wound, a great profile including Rend, 4+ save that doesn't rely on shields with conditions and just as fast across the board as the rest of the army.
  • Tuskgor Chariots: It's a chariot. Aside from the fact that the model is painfully showing its age, it's actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase.

Warherd

Hero

  • Doombull: Can take either a Doombull Great Axe, A Doombull Axe with a Bullshield (guess what? +1 Save in Combat Phase) or 2 Doombull Axes (an extra attack). Gets an extra attack every time he rolls a 6 to wound, and his Command Ability gives every to every Warherd within 16" +1 to their wound rolls. This of course stacks with the Blood Greed ability all Warherd have, which gets them extra attacks for Wound rolls of 6+, making that ability activate on 5+ dice rolls and getting much more mileage out of it. Other than that, the Doombull is just brutal. There are monsters that aren't as killy as him and yet he isn't an actual monster.

Unit

  • Minotaurs/Bullgors: Get the same Blood Frenzy rule as the Doombull, similar choice of weaponry (except the pair of axes this time allows them to reroll every 1 to hit like the Beastlord) but the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want Great Axes.

Monsters

  • Ghorgon: Same Blood Frenzy as Doombull and Bullgors, but on a 5+ (so on a 4+ if you have a Doombull nearby, say bye-bye, Sigmarines). Also, he gets back d3 wounds if his Huge Slavering Maw attack wounded someone. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.
  • Cygor: Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster while getting back a wound for himself. He also can reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.

Other

Units

  • Centigors: Can reroll failed wound rolls when they charged, their banners allow them to reroll charges, their shields are the same as every other shield here and their Bravery value is d6+3, and it must be rerolled at every Battleshock Phase. These things are shit. Their attacks are weak, the models are overcosted and thanks to their Bravery bullshit, a Banshee can scream them off the board in one turn.
  • Razorgors: They must charge when it's possible, and get +1 to hit rolls in the turn they charged. Pumbaagors at first look amazing, being basically an Ogre except with most stats slightly better aaand then you realize their attacks only do 1 damage. If you get a unit of 3-5, they can do some good, but mostly they're useful as very fast roadblocks.
  • Chaos Warhounds: They always run 6". That's it. They are okay, but mostly used as a very fast distraction. If you manage to get 10 into combat with a war machine, they can do some good, but other than that, the best they can be used for is counter-charging powerful cavalry to buy your important stuff more time.
  • Harpies: If some enemy unit within 16" haves models running away during Battleshock Phase, you have to roll a dice for every model who ran away. On a 6 you can istantly kill another model in the same unit. These are shit. Even Furies are better than them.
    • Alternate opinion: they fly and move 16". This makes them very good at making warmachines useless; just don't expect them to do anything else.

Monsters

  • Jabberslythe: The Jabberslythe suffers from a bad case of "Too Few, Too Little". Too Few Wounds, Too Little movement, Too Few attacks, Too Little damage, Too Few uses, Too Little synergy. If you like the model, by all means play it, but mostly it won't do much.
    • Alternate opinion: with his "Spurting Bile Blood" rule, this guy deals, on average, a mortal wound for each wound it suffers in combat. That makes him a great suicide bomber if you manage to get it into combat relatively healthy, and that's not difficult to do if you have juicier targets for your opponent's shooting, of just by casting Mystic Shield on him (after all, he flies and has a 12" Move). Combined with his -2 Rend attacks, he can be a nightmare to highly armored models, if you manage to reach them.
  • Chaos Giant/Gargant:Same dumb Giant everyone else gets, but now with the Chaos keyword, so Bray Shamans can summon them. Very unreliable, very easily killed, but always good for a laugh and potentially devastating.

Old stuff

AKA all the dudes that was removed in the Grand Alliance Chaos book with their models out of print and stuff. The rules are still available in the PDF on the website and stuff, but if you didn't already own these models... well, getting them will be kinda hard (Except Malagor whose model was retconned as a regular Great Bray-Shaman)

  • Gorthor The Beastlord: Your greatest champion. He's very fast and a good fighter, but don't throw him at Nagash. Each turn he can heal a wound (he has 8 on his profile) or inflict one to a nearby enemy. If he charges he can re-roll his to hit rolls with his weapon, the Impaler and inflict 1d3 mortal wounds to his enemy. He also re-rolls wound rolls against heroes, so he can (with the extra help of his assistant and Tuskgor) kill most heroes in one charge phase. His command ability is strong, but not broken.
  • Khazrak The One-eye: 6 attacks plus a number of extra attacks equal at the number of enemies within range of his weapon (3"), so he can kill foot soldiers with ease. His dark mail offers him a good save (3+) and gives a -3 to cast penalty to enemy wizards within 12". Like Gorthor he gets re-rolls against heroes, so he can kill wizards and normal heroes quickly. His command ability allows friendly units within 16" to retreat and then charge in the same turn.
  • Wargor Standard Bearer: Gets +1 to hit and wound rolls if, before rolling the dice, you let louse a bestial warcry. More seriously, if he plants his standard Brayherd units within 18" get +1 to their wound rolls. Kind of essential to get Gors able to do anything, Bestigors get nasty with this too.
  • Malagor, the Dark Omen: A mighty(ier) spellcaster with two spells per turn and a +1 to cast if he has already casted a spell this turn. He haves a nifty ability that gives him a chance of protecting himself in close combat.
  • Morghur, the Master of Skulls: The other powerfull spellcaster in the army. He's immune against long range attacks and spells, can make Chaos Sp... THOSE and has a signature spell powerful against heroes with bad bravery.
  • Ghorros Warhoof: Not really impressive as a fighter hero, but he can unbind two spells each turn and he boosts an unit of Centigors. His command ability further boost Centigors. His Bravery is only 4+d6 and it must be rerolled in each Battleshock Phase, making him unreliable.

Formations

  • Wildstalker Brayherd: A Beastlord takes 1-3 Great Bray-Shamans, 2 to 6 units of Bestigors and/or Tuskgor Chariots, 3-9 units of Gors and 4-12 units of Ungor and/or Ungor Raiders. Everything within 16" from the Beastlord gets an extra melee attack and can also reroll every 1 to wound if they're within 16" from both the Beastlord and a Great Bray-Shaman. Also, the entire formation can be kept in reserve and placed during your first movement phase within 6" from field borders and within 9" from enemy units.

External links

Rules are here [1]